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Rally Masters question

3 posts by 2 people · 10 Dec 2000 03:10 UTC - 18 Dec 2000 01:29 UTC

Simon Brown 10 Dec 2000 03:10 UTC#215991
I'm just trying the Rally Masters demo, and wondering whether the controller setup in the demo is the same as the full version? It's impossible to play the demo on my sidewinder Precision Racing wheel, since when you try to enter a new input for a control, the game just sits there saying 'release Y axis'. The same thing happens whether the pedals are on the same axis or split. Obviously the pedals aren't pressed, but the game thinks they are, probably because the programmers have assumed that the values for every axis go from 0 (not pressed) up to some other number (for pressed). So when the game reads 64 on the y and z values it's assuming my pedals are pressed. I've checked (in GPL) and the values for the pedals on this wheel actually go from 64 (not pressed) *down* to zero (for fully pressed). You would think a modern game could cope with this. If this was fixed by the release, or in a patch, i'd really like to know, thanks.
The full version (US) is just as stupid and does not support split axis. I returned it after wasting half an hour trying to get my wheel set-up and encountering the same issues you did with the demo. I couldn't believe that a dumber controller interface could be designed than F1RS, but they have managed with RM. Marc. "Simon Brown" <[email hidden]> wrote in message news:RuCY5.8158$[email hidden]... > I'm just trying the Rally Masters demo, and wondering whether thecontroller > setup in the demo is the same as the full version? > > It's impossible to play the demo on my sidewinder Precision Racing wheel, > since when you try to enter a new input for a control, the game just sits > there saying 'release Y axis'. The same thing happens whether the pedals > are on the same axis or split. Obviously the pedals aren't pressed, butthe > game thinks they are, probably because the programmers have assumed thatthe > values for every axis go from 0 (not pressed) up to some other number (for > pressed). So when the game reads 64 on the y and z values it's assumingmy
Quoted text (10 lines)> pedals are pressed. > > I've checked (in GPL) and the values for the pedals on this wheel actually > go from 64 (not pressed) *down* to zero (for fully pressed). You would > think a modern game could cope with this. > > If this was fixed by the release, or in a patch, i'd really like to know, > thanks. > >
Damn, that's so dissapointing :( Having read how great this game was I was really looking forward to getting it. You're right about the controller setup, it's bizarre, confusing and plain stupid. Don't these people look at other games? They need to take a look at papy's controller setup in GPL. GPL is two and a half years old, yet it supported any number of axis, split or combined pedals, DirectInput or not, and axis which used any range of values. Plus it's incredibly easy to get your controller setup in it. Lack of common sense from the RM programmers has cost them at least 2 copies sold. Anyway, thanks for the info, much appreciated :) "Marc Collins" <[email hidden]> wrote in message news:1u6Z5.72357$[email hidden]... > The full version (US) is just as stupid and does not support split axis.I > returned it after wasting half an hour trying to get my wheel set-up and > encountering the same issues you did with the demo. > > I couldn't believe that a dumber controller interface could be designedthan
Quoted text (12 lines)> F1RS, but they have managed with RM. > > Marc. > > > "Simon Brown" <[email hidden]> wrote in message > news:RuCY5.8158$[email hidden]... > > I'm just trying the Rally Masters demo, and wondering whether the > controller > > setup in the demo is the same as the full version? > > > > It's impossible to play the demo on my sidewinder Precision Racing
wheel, > > since when you try to enter a new input for a control, the game justsits > > there saying 'release Y axis'. The same thing happens whether thepedals > > are on the same axis or split. Obviously the pedals aren't pressed, but > the > > game thinks they are, probably because the programmers have assumed that > the > > values for every axis go from 0 (not pressed) up to some other number(for > > pressed). So when the game reads 64 on the y and z values it's assuming > my > > pedals are pressed. > > > > I've checked (in GPL) and the values for the pedals on this wheelactually > > go from 64 (not pressed) *down* to zero (for fully pressed). You would > > think a modern game could cope with this. > > > > If this was fixed by the release, or in a patch, i'd really like toknow, > > thanks. > > > > > >

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